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Programming Graphics

Text Coordinate Generation: GL_S-Linear

glTexGenfv(GL_S, GL_OBJECT_PLANE, planeCoefficients)
S=Ax + By + Cz + D

GL_EYE_LINEAR

2D Texgen

GL_T-Coordinate-returns to origin

GL_TEXTURE_GEN:

Plane Equation:

Sphere Mapping:

GL_SPHERE_MAP
doesn't give you exact reflections, works better on non spherical objects.

Texgen Modes:

VERTEX ARRAYS AND VERTEX BUFFERS:

IMMEDIATE MODE:
VERTEX ARRAYS:
DISPLAY LISTS:
Commands

Generating List Names:

Vertex Buffers Objects (VBO) Usage: Storing Vertex data on the GPU vertex and graphical data transferred to graphics card

Advantages: Don't need to keep original data on client side. Stored on server side Use on memory GPU

Filling and Updating VBOs

Copying Vertex Data to VBO
Updating Vertex Data in VBO

Drawing with VBO

Bind Buffers you want to use
Enable Client State your using
Use appropriate Vertex Array Draw Call
Disable Client state your using
Disable Bind Buffers to return to normal vertex array state.

Updating a VBO w/o Client Side

Pixel Buffer Objects(PBO) Streaming Texture Loads Image changes constantly.

Benefits: pboPack.exe

Presentations

http://artengine.ca/~catalogue-pd/8-Barknecht.pdf
http://monsterden.net/software/ragdoll-pyode-tutorial#enhancedballjoints